
clooket/DeploydKit UIKit User Interface Catalog: About Views Views are the building blocks for constructing your user interface. Rather than using one view to present your content, you are more likely to use several views, ranging from simple buttons and text labels to more complex views such as table views, picker views, and scroll views. Each view represents a particular portion of your user interface and is generally optimized for a specific type of content. Purpose. Experience app content Navigate within an app Implementation. Configuration. Content of Views All views in UIKit are subclasses of the base class UIView. Use the Mode (contentMode) field to specify how a view lays out its content when its bounds change. The Tag (tag) field serves as an integer that you can use to identify view objects in your app. Behavior of Views By default, the User Interaction Enabled (userInteractionEnabled) checkbox is selected, which means that user events—such as touch and keyboard—are delivered to the view normally. Appearance of Views Appearance Proxies
Latest News Auto-renewable subscriptions are a great way to let people access content, services, or premium features in your app. And Apple continues to set the bar in making it easy and transparent for subscribers to view, cancel, or manage their subscriptions. Our comprehensive approach includes providing email, push notifications, and in-app messaging to let subscribers know about upcoming changes and how to manage their subscriptions, or cancel if they prefer. Currently, when an auto-renewable subscription price is increased, subscribers must opt in before the price increase is applied. The subscription doesn’t renew at the next billing period for subscribers who didn't opt in to the new price. This has led to some services being unintentionally interrupted for users and they must take steps to resubscribe within the app, from Settings on iPhone and iPad, or in the App Store on Mac. For details, view App Store Connect Help.
Building a Visual Language This article is part of a series on our new Design Language System. Karri recently answered questions about this topic in a Designer News “Ask Me Anything” interview. Click here to read the transcript. Working in software development and design, we are often required to ship one-off solutions. Visual language is like any other language. Design has always been largely about systems, and how to create products in a scalable and repeatable way. A unified design system is essential to building better and faster; better because a cohesive experience is more easily understood by our users, and faster because it gives us a common language to work with. Why we need design systems Airbnb has experienced a lot of growth over the years. Too few constraintsSoftware design has few physical constraints compared to many other design disciplines. Multiple designers and stakeholdersSoftware is often built by teams– sometimes incredibly large teams– of people. Getting to work Laying the foundation Sketch.
Themes - Overview - iOS Human Interface Guidelines iOS Design Themes As an app designer, you have the opportunity to deliver an extraordinary product that rises to the top of the App Store charts. To do so, you'll need to meet high expectations for quality and functionality. Three primary themes differentiate iOS from other platforms: Clarity. Design Principles To maximize impact and reach, keep the following principles in mind as you imagine your app’s identity. Aesthetic Integrity Aesthetic integrity represents how well an app’s appearance and behavior integrate with its function. Consistency A consistent app implements familiar standards and paradigms by using system-provided interface elements, well-known icons, standard text styles, and uniform terminology. Direct Manipulation The direct manipulation of onscreen content engages people and facilitates understanding. Feedback Feedback acknowledges actions and shows results to keep people informed. Metaphors User Control Throughout iOS, people—not apps—are in control.
Spark Inspector - Runtime Inspection for iOS Apps 10 things designers need to know about iOS 7 | Apple Apple has long been criticised for the slightly haphazard approach it's taken to the user interface design of its apps, and the iOS platform in general. Some apps have featured heavily skeuomorphic design, while others have been purely functional with little or no design flourish. Yesterday, though, that all changed. At its annual developers conference, WWDC, Apple introduced an all-new design language for iOS 7, eschewing the pseudo-3D patent-leather, wood and felt in favour of a clean approach that’s typography-led and heavily (although not exclusively) influenced by flat design. This shift in approach is a game changer to designers responsible for crafting iOS app interfaces. We’ve scoured Apple’s Transition Guide and picked out the 10 most important considerations for designers. Read all our app design-related articles here 01. One of the most important changes in iOS 7 for interface designers is the introduction of transparency and translucency. 02. 03. 04. 05. 06. 07. 08. 09. 10.
- Swift Evolution Anyone with a good idea can help shape the future features and direction of the language. To reach the best possible solution to a problem, we discuss and iterate on ideas in a public forum. Once a proposal is refined and approved, it becomes a release goal, and is tracked as a feature of an upcoming version of Swift. To support this process, the Swift Evolution repository collects the goals for the upcoming major and minor releases (as defined by the core team) as well as proposals for changes to Swift. Below is a list of all the current and upcoming proposal reviews. 384 proposals Active Review Review Manager: Tony Allevato (https//github.com/allevato) Scheduled: December 16 – January 15 November 14 – December 2 Accepted Previewing Implemented Implemented In: Swift 5.8 Swift 5.7 Swift 5.6 Swift 5.5.2 Swift 5.5 Swift 5.4 Swift 5.3 Swift 5.1 Swift 5.2 Swift 4.2 Swift 4.1 Swift 3.1 Daniel Dunbar Swift 3.0.1 Swift 2.2 Returned Status: Returned for Revision Rejected Withdrawn
Components, styles, and shared library best practices This question comes up often and the answer varies greatly based on individual designers' workflow preferences. That said, we generally recommend turning things into components fairly early in the design process. Once you have elements repeated across multiple screens, it's a good time to start thinking about components (even if you at fairly low-fidelity stages of your project). The design may change and go through many refinements, but creating components at this stage means you can save time later by making those changes once (with the original component), and having them update across all of your screens (with the instances). Main components live wherever you create them, usually in context within your design, which makes them easy to tweak as your design progresses (except for bigger companies which house their main components in a separate design system file). Structuring your components atomically Structuring components to handle states, themes, and variations
iOS 10 Design Guidelines for iPhone and iPad - Design+Code While Apple calls iOS 10 their biggest release ever, most of the new features are consumer-facing, like Widgets, Siri/Messages integration, and expanded notifications. For designers, the only noticeable design changes are bolder titles and bigger use of cards, as seen in native apps like Music and News. Whereas iOS 7 started with a widespread use of thin fonts, iOS 10 is going back to using bolder texts. Platform maturity iOS has matured a lot over the years. Adaptive Layout and Multitasking With the increasing number of device resolutions to deal with, it is crucial to make your layout adaptive. San Francisco Font The default font is now the San Francisco font, which is made in-house by Apple. SF Font Tracking iOS automatically adjusts the tracking value and Text/Display for San Francisco based on the font size. Use this Sketch plugin to quickly apply the correct character spacing values. 3D Touch Users can now force-press your App Icon and find frequently used items. Points and Pixels Colors
75 Essential Tools for iOS Developers - Ben Scheirman If you were to go to a master woodworker’s shop, you’d invariably find a plethora of tools that he or she uses to accomplish various tasks. In software it is the same. You can measure a software developer by how they use their tools. Experienced software developers master their tools. It is important to learn your current tools deeply, and be aware of alternatives to fill in gaps where your current ones fall short. With that in mind, I present to you a gigantic list of tools. I tried to categorize these the best I can. And without further ado, we’ll start from the beginning of any project, and that Inspiration pttrns – A great library of iOS screen designs categories by task. Design Mocks ($) – An easy to use tool to create a quick mockup of an iOS app. Source Control Git – If you’re not using source control stop what you’re doing and rectify that. Dissecting Apps Editors I know what you’re thinking, don’t all iOS developers use Xcode? Documentation Dependency Management Diagnostics & Debugging
- Documentation If you are new to Swift, you may want to check out these additional resources. Swift Language The Swift Programming Language Book The Swift Programming Language is the authoritative reference for Swift, offering a guided tour, a comprehensive guide, and a formal reference of the language. Translations We encourage you to participate in translating The Swift Programming Language into other languages. If you know of a quality translation project underway, please let us know on the Compiler Development forums, and we’ll provide a link to that project on this page. Standard Library The Swift standard library defines a base layer of functionality for writing Swift programs. Packages There are a number of packages that are part of the core Swift project. Swift-DocC DocC is a documentation compiler that makes it easy for you to produce documentation for your Swift frameworks and packages. API Design Guidelines Tools Swift Package Manager Migration Guidelines
10 tips on using components in Figma | by Jake Tsacudakis | Design with Figma | Medium You have a clear system for structuring, organizing and maintaining your components. Now let’s review some best practices on creating components to improve your team’s workflow and productivity. 4) Set up constraints and layout grids for predictable behavior Once you have the core design set for a component, take some time to set the constraints and layout grid (as needed). One note on layout grids. 5) Preserve text overrides on instance swaps One of the great things about Figma is you can preserve text overrides when you need to swap instances. 6) Use Clip content to reduce repetitive instances Since components act like frames for all intents and purposes, we can utilize the clip content feature to toggle whether or not elements that extend beyond the bounds of the component are cropped or hidden. 7) Add component documentation Master components come with a description field where you can add information about the component’s usage, behavior, and other relevant context.
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